Myth Weavers is pleased to announce the Dungeons & Dragons Create a Villain Contest! Members may create a villain using any edition of the Dungeons & Dragons rules, and the final entries will be voted on by the community.

First place wins a new copy of the Dungeons & Dragons 5th Edition Players Handbook!

The contest runs from July 1 to July 31, and voting will then run from August 1 through August 7. The winner will be announced on August 8 and contacted via PM. Contest details and directions may be found HERE!

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Spirit InfusionAt-Will; Primal, SpiritStandard Action, Melee spirit 1Target: One allyEffect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod.Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.

Call Spirit CompanionAt-Will; Conjuration, PrimalMinor Action, Close Burst 20Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack.Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.

Spirit's SacrificeEncounter; Primal, SpiritMinor Action, Close burst spirit 5Target: You or one ally in burst.Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Shield of DevotionEncounter; Divine, HealingImmediate Reaction, Close burst 5Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering allyEffect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.Mark of Healing: The target also makes a saving throw.

Spirits of the Healing FloodDaily; Healing, Implement, PrimalStandard Action, Close burst 5Target: Each enemy in burstAttack: Wisdom vs. FortitudeHit: 1d8 + Wisdom modifier damage.Miss: Half damage.Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points.Mark of Healing: All allies targeted by this power can make a saving throw.

The Winds of ChangeBody Slot: Off-HandProperty: +2 to Fortitude and Willpower. Property: Cannot be identified correctly.Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit.Power ([Color=&quot;Green&quot;]At-Will[/Color]; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison.Power ([Color=&quot;Red&quot;]Encounter[/Color]; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
[COLOR=&quot;black&quot;]Power (Daily; Arcane):[/COLOR] Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbuls Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.

Goals of The Winds of Change:
To inspire chaos
To institute change

Concordance:
Score 8
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2

Vicky peeks out the doorway, happy to notice that most of the smell has mysteriously gone with the half-elf. She notices Turag in trouble, and tries to do what she can to reduce the darkmantle to a mindless husk as fast as possible.

She reaches out for his mind, finding it surprisingly easily. Focusing hard, she channels as much power as she dares into the beast. It hangs in the air for about a second after her attack before falling like a lifeless doll. The thud it makes as it hits the ground echoes once through the tunnels.